Well, without further ado, I welcome you to Brawl Minus 4.2! This version aims to bring back some missed features in Minus, and throws some new things in as an added bonus! (And also rebalances the game, but you know that was going to happen by this point) For the full changes, see the Changelog Thread here!

Without further ado, here are the download links for the game! Choose your style as always!

Hip hip Hooray! Brawl Minus 4.2's release is one day away! So, what is the answer to all your problems? Read this changelog to find out!

CHANGELOG

Strap Screen and game intro no longer specifies which version you are playing.This information can still be found on the title screen and on the description of VS. Mode

Updated Minus Artwork for R.O.B., Wario, Olimar, and the Fighting Alloy Team (Artwork by Pin Clock)

All characters invulnerability during ledge attacks goes away the frame the attack comes out instead of the frame before.In Minus many characters such as Wario have attacks that easily cover the ledge and ledge attacks would lose to them. Now they will at least trade or clank.

Event Matches
#4: Cleaning House in Skyworld
Is now Pit vs Dark Pit, and clearable
#24: The Aura is With Me
Lucario now has 999% damage on all difficulties

ALRIGHT FIRST PLACE no longer plays when he wins

BOOST POWER
Charge now works by holding B instead of mashing B
Letting go of B at any point during the charge means a failed charge
Total Charge time reduced

Spotdodge now comes out Frame 4

Grabs
Standing grab now has no I-Frames
Dash grab's grabbox is moved from frame 7 > 9 and is now active for 3 frames instade of 10
Pivot Grab now has no I-Frames and comes out Frame 6 rather than 4 and is out for 4 Frames instead of 6

DownB
Lucario learned Focus Energy! Pressing and holding down-b, Lucario will calm himself and focus his aura. This boosts his power to 1.2x default, making his moves hit harder and do more damage. In addition, some of his moves evolve into completely new versions. Naturally, executing these moves will break his concentration and he will need to Focus Energy again in order to use them.

SideB: Hold B when using this move with Aura to use Close Combat, a much stronger command grab that uses up his Aura abilities!

Up-b: When Lucario is boosted by Focus Energy, Lucario can use his power speed to use Extreme Speed a second time when started from the ground. This does not deplete his Focus Energy charge, so keeping double extreme speed is up to you not using the other moves to deplete it.

Down-b: When Lucario doesn't have Focus Energy stored, this move is how to initiate the charging process. When lucario does have a Focus Energy charge, this move because Double Team; an instantaneous kick from either direction that the player can choose. This move has the potential to kill at higher percents, and can be used to get Lucario out of tricky situations.

Careful though, as with these power comes the cost of expending Lucario's stored aura; Meaning in order to use it or your other boosted abilites, you will need to recharge.

F-Air
Moved hitbox active frames one frame back (8-11, from 9-12) to match animation

Nair
KBG on sweetspot: 100 > 80

fAir
GFX on arm improved

Fireball
Now only throws 2 fireballs on the ground instead of the air
Aerial Fireball only puts out one fireball
Run cancel added after the second fireball comes outMario having this ability in the air made for a way too powerful offensive pressure, which became even more powerful with 4.0b's increased gravity. Now Mario still has good pressure, as well as a safe Fireball on the ground, but has to choose between his fireball options in the ground and air.

Dancing Blade
Marth will no longer shout LESS DANS.Did you know Marth has had the same voice since the Fire Emblem OVA in the early 90s, and his clips have been reused since Melee?

uAir
Changed the IASA frame on UAir so he can still string with it, but can't just spam it. 14 > 21

dAir
Knockback Angle changed to 30

Mach Tornado
Will now properly transition to his normal fall animation after use

Utilt
Hitbox at top of thunderstrike adjusted to be a weak meteor to link into the body hitbox.

Nair
Held version retooled to be a multihit move.
Four 1% hits link into a final hit that is slightly stronger than the base nair.
Retains 3% self damage
Unheld late hitbox position adjusted to cover his body more and make it less disjointed above him.

Fair
Self damage on held version reduced to 1%

Bair
Self damage on held version reduced from 4 > 3
Hitbox duration increased from 4 frames to 7 frames to more accurately reflect animation

Uair
Self damage on held version reduced from 4 > 2

Dair
Self damage on held version reduced from 6 > 3

Usmash
Removed late meteor hit

Dsmash
Charged self damage reduced 6 > 3
On hit cancel on last hit changed from allowing anything to cancel to allowing it to only be jump canceled.

SideB
Increased initial hit size on the held version to make weird situations where the hitbox should have hit but didn't not happen.
Reduced self damage on held version from 6 > 3

Held UpB
Self damage on held version reduced from 2 > 1

Held DownB (Discharge)
Self damage on held version reduced from 10/13 on the ground/in the air to a flat 5

Jab
Cancel

fSmash
Added synch timers so the attack grows with the animation

bAir
-Moved the hitboxes closer to his body
increased the SDI multiplier from 1.2 > 1.5 on the multi hit

Thunder
Jump Cancel moved to Frame 25

Now has an Alt Costume in the form of Bad End Olimar, courtesy of Nanobuds, Nefnoj, and fixes by Nezha!This costume includes the the default and Mushroom forms found in Legacy TE, and two Minus Original recolors based on the Bulbmin and Brawl Minus!

dTilt
Massive disjoint removed

Pikmin Rope
Ending animation now properly transitions to normal fall

Gosh, Lady Palutena....d-did you do something to your hair? You look a lot better now!

Nair
Hitlag Multiplier 0.4 > 0.2
Fixed Multihit hitbox that was way behind him
Final hitbox changed to match animation better and make it so enemies won't fall out for no reason Fair: Changed hitbox ids so the sweetspot could actually hit

With our release of 4.1 coming up very soon, people really want to know what has been changed! So to help tide you over until release, here are the list of changes from BC that take Minus to a whole new level!

CHANGELOG

Memory Expansion Code optimized.
CPU Default Level is now set to 9, new names for CPU levels
Footstools can now be performed with Taunt (Thanks to Magus and ds22)
Tons of text changes/fixes, including in-game statements of things that may not work right (such as certain event matches)
Smash 4 style Team Colors have been added
Completely New HUD
Stock Icons! (Stock Icons for our alt costumes and new characters by The Bug Man™)
Coin Mode counts coins again
Classic and All Star can now be played to completion
Rotation Mode works again
Tourney Mode redirects to Rotation for now

Angled Camera Mode replaced with All Star ModeYour other favorite mode, you can battle foes as multiple characters! Select characters in the order you want them to be used, and beat your foes!

Flower Mode replaced with Element ModeEach hit will deal a random element. In this mode, ANYTHING CAN HAPPEN!

Added a Ledge Grab Limit, which is set to 5You are now only able to grab the ledge with invincibility 5 times before you have to land on the stage before you get invincibility again. This overdue code was finally put into place to fix the over prevalent amount of stall found in competitive play.

Flat Shield Stun reduced from 7.4->6.4
Lowered Shield Pushback

Powershield Parry added, adding the following effects to Powershield:
-Reflects Projectiles
-Refresh powershield window
-No shield damage, stun, or pushback
-Total of 5 frames of hitlag (minus 1 frame)
-Instant shield drop on release shield for the next 10 frames after hitlag ends
-Up to 5 frames of intangibility on shield drop, capped by 10 frames after hitlag endsBefore, Powershielding sometimes wound up being worse than regular shielding. This is never going to be the case again.

Controls and Rumble can now be toggled in the CSSPress X when hovering over your name to adjust controls ad Rumble Rumble for that name

nAir
New vBrawl based combo oriented nAirBefore with the Multi-hit nAir, Ganon would find that rather than delivering a devastating 4 hit combo to his foes, that they'd be escaping it mid-combo or worse, deliver a devastating 4 hit combo....to a shield and being punished afterwards. While we have tried adjusting it in the past, we have ultimately decided it would be better for Ganon to try out a new nAir instead that focuses on his combo game, since most of his other moves are already finishers.

bAir
Speed it up by a tiiiiiny bit

dThrow
Damage reduced from 15% -> 8%

Wizard's Foot
This move is now B-Reverseable

Some Results animations reverted to 2.x.6

fAir
Removed windboxes from the landing portion of the attack

Eruption
Fixed full charged indicators not synching when Ike goes from Air to Ground
All of Ike's fire is now Blue dabadidabada

Quick Draw
Can now cancel into taunts on the ground

Aether
Changed from no armor to Super Armor (lasts till the last 23 frames)

Inhale
Odd of losing Power when hit: 128 -> 0When you get a copy ability it is almost impossible to lose it from being hit by your opponent.

Final Cutter
Endlag 35 -> 25
Projectile
Angle 56 -> 116
WBK 120 -> 0
KBG 100 -> 0
BKB 10 -> 90
Anti-stage-spike property addedKirby's UpB now behaves how it did during 3.Q, in which the hitbox now pulls foes towards Kirby to encourage more Kirby comboes rather than pure spacing, while also addressing the reason we removed this functionality in the first place by adding our anti-stage spike property to it.

Jumpsquat 7 -> 6
Spotdodge Active frames increased from 3-26 to 2-26

dTilt
Is now two hits, pulling foes towards Bowser with the first and letting them out with the second. Press A during the first attack to do the second.

uSmash, dSmash
Added the roll cancels that fSmash has on their charging portions

Whirling Fortress
Initial Hitbox now extends the same distance both in front and behind Bowser
Endlag decreased on ground

uAir
Armor removed when hitboxes are not out

Bair
First hit has autolink angle, less endlag (10 frames?)

Fair
FSM between first and second hits (1.3?)
Landlag window frames 2-50 -> frames 24-50 (moved from start of fair to immediately before start of second slash of fair)

Arrow
Can cancel arrow draw into Roll and Shield

Gale Boomerang
Returning dragging hitbox angle changed to 90 from 0 when reflectedThis eliminates a reflected Boomerang being very likely to kill Link if he doesn't shield. While this was hilarious and a long time Minus feature, we had to remove it due to giving Power Shields reflects causing the Boomerang to be a hinderance in every match-up rather than a few, and changing it to always have some sort of use and reflecting a much less fatal consequence.

Bomb Pull
1.5->1.7 FSM
No longer has a random chance to pull deku nut
Instead, Link pulls deku nuts on a 45 second timer
Link flashes white and green when a deku nut is availableThese changes eliminate some cheese and add some strategy to Link. Now he can't throw two bombs up in the air and mash until he gets a Deku Nut, nor can he be lucky and get two Deku Nuts in a row. On the flip side, Link can't kill himself by immediately throwing what he pulls on reflex without thinking about what he may have gotten or by doing those inputs reflexively. Now Deku Nuts have no RNG associated with them and can be utilized in ways more beneficial to Link and fair to his foes.

Double Team
Endlang increased to prevent spam and enable Lucario being punished for Double Team SpamThis isn't our ideal change to this move, but we're hoping this fixes the issues with the move for now.

dTaunt
Hold it down to extend the duration of the taunt

Up Tilt (Early Hit)
Hitbox 3: X Axis: 3.6 -> 5.5

Up Tilt (Late Hit)
Hitbox 3: X Axis: 3.6 -> 5.5In layman's terms, the hitboxes have been increased to match the length of the sword

Win1
Changed vocal SFX from "Come back when you can put up a fight" to "Now my Power is without rival!"

Teleport
Fixed Mewtwo remaining invisible if teleport into a walljump/Wallcling
When ledge snapping out of teleport Mewtwo is now vulnerable for 2 frames similar to other teleportation moves
Teleport Cancels on Aerials are now On-Hit only

Bair:
Now only has 1 hitbox instead of 1 before the extension and after
kill power reduced slightly but added more growth
hitboxes now do not clang, allowing projectiles and other hitboxes to beat it out when properly spaced or timed
reduced the distance that extended bair travels
changed hitbox angles to 361 angle
increased landing lag by 6 frames (matches dair)

Fire Wolf
Removed Super Armor
Changed all Angles to 365 and removed the 30 BKB on the late hits.
Early Hit (All Hitboxes)
WKB + KBG have been changed to 100.
Late Hit (All Hitboxes)
WKB + KBG have been changed to 90.

Can now jump out of shield

Grab
fsm x1.5 moved to cover 1-end instead of 1-15 being x2 and the rest being x1.5

DashGrab
fsm x1.3 -> fsm x1.18

Up Air
If A was held at Frame 17, Zelda will now be able to act into Up Special on Frame 56.